FX_ENTRY void FX_CALL grDrawTriangle(const void *a, const void *b, const void *c) { WriteTrace(TraceGlitch, TraceDebug, "start"); if (nvidia_viewport_hack && !render_to_texture) { glViewport(0, viewport_offset, viewport_width, viewport_height); nvidia_viewport_hack = 0; } reloadTexture(); if (need_to_compile) compile_shader(); if (vertex_buffer_count + 3 > VERTEX_BUFFER_SIZE) { vbo_draw(); } vertex_draw_mode = GL_TRIANGLES; memcpy(&vertex_buffer[vertex_buffer_count], a, VERTEX_SIZE); memcpy(&vertex_buffer[vertex_buffer_count + 1], b, VERTEX_SIZE); memcpy(&vertex_buffer[vertex_buffer_count + 2], c, VERTEX_SIZE); vertex_buffer_count += 3; WriteTrace(TraceGlitch, TraceDebug, "Done"); }
FX_ENTRY void FX_CALL grDrawVertexArrayContiguous(FxU32 mode, FxU32 Count, void *pointers, FxU32 stride) { WriteTrace(TraceGlitch, TraceDebug, "grDrawVertexArrayContiguous(%d,%d,%d)\r\n", mode, Count, stride); if (nvidia_viewport_hack && !render_to_texture) { glViewport(0, viewport_offset, viewport_width, viewport_height); nvidia_viewport_hack = 0; } if (stride != 156) { //LOGINFO("Incompatible stride\n"); } reloadTexture(); if (need_to_compile) compile_shader(); vbo_enable(); switch (mode) { case GR_TRIANGLE_STRIP: vbo_buffer(GL_TRIANGLE_STRIP, 0, Count, pointers); break; case GR_TRIANGLE_FAN: vbo_buffer(GL_TRIANGLE_FAN, 0, Count, pointers); break; default: WriteTrace(TraceGlitch, TraceWarning, "grDrawVertexArrayContiguous : unknown mode : %x", mode); } }
FX_ENTRY void FX_CALL grDrawPoint( const void *pt ) { float *x = (float*)pt + xy_off/sizeof(float); float *y = (float*)pt + xy_off/sizeof(float) + 1; float *z = (float*)pt + z_off/sizeof(float); float *q = (float*)pt + q_off/sizeof(float); unsigned char *pargb = (unsigned char*)pt + pargb_off; float *s0 = (float*)pt + st0_off/sizeof(float); float *t0 = (float*)pt + st0_off/sizeof(float) + 1; float *s1 = (float*)pt + st1_off/sizeof(float); float *t1 = (float*)pt + st1_off/sizeof(float) + 1; float *fog = (float*)pt + fog_ext_off/sizeof(float); LOG("grDrawPoint()\r\n"); if(nvidia_viewport_hack && !render_to_texture) { glViewport(0, viewport_offset, viewport_width, viewport_height); nvidia_viewport_hack = 0; } reloadTexture(); if(need_to_compile) compile_shader(); glBegin(GL_POINTS); if (nbTextureUnits > 2) { if (st0_en) glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *s0 / *q / (float)tex1_width, ytex(0, *t0 / *q / (float)tex1_height)); if (st1_en) glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *s1 / *q / (float)tex0_width, ytex(1, *t1 / *q / (float)tex0_height)); } else { if (st0_en) glTexCoord2f(*s0 / *q / (float)tex0_width, ytex(0, *t0 / *q / (float)tex0_height)); } if (pargb_en) glColor4f(pargb[2]/255.0f, pargb[1]/255.0f, pargb[0]/255.0f, pargb[3]/255.0f); if (fog_enabled && fog_coord_support) { if(!fog_ext_en || fog_enabled != 2) glSecondaryColor3f((1.0f / *q) / 255.0f, 0.0f, 0.0f); else glSecondaryColor3f((1.0f / *fog) / 255.0f, 0.0f, 0.0f); } glVertex4f((*x - (float)widtho) / (float)(width/2) / *q, -(*y - (float)heighto) / (float)(height/2) / *q, ZCALC(*z ,*q), 1.0f / *q); glEnd(); }
FX_ENTRY void FX_CALL grDrawTriangle( const void *a, const void *b, const void *c ) { LOG("grDrawTriangle()\r\n\t"); if(nvidia_viewport_hack && !render_to_texture) { glViewport(0, viewport_offset, viewport_width, viewport_height); nvidia_viewport_hack = 0; } reloadTexture(); if(need_to_compile) compile_shader(); VERTEX v[3] = {*(VERTEX *)a, *(VERTEX *)b, *(VERTEX *)c}; vbo_enable(); vbo_buffer(GL_TRIANGLES, 0, 3, &v[0]); }
FX_ENTRY void FX_CALL grDrawVertexArray(FxU32 mode, FxU32 Count, void *pointers2) { void **pointers = (void**)pointers2; WriteTrace(TraceGlitch, TraceDebug, "grDrawVertexArray(%d,%d)\r\n", mode, Count); if (nvidia_viewport_hack && !render_to_texture) { glViewport(0, viewport_offset, viewport_width, viewport_height); nvidia_viewport_hack = 0; } reloadTexture(); if (need_to_compile) compile_shader(); if (mode != GR_TRIANGLE_FAN) { WriteTrace(TraceGlitch, TraceWarning, "grDrawVertexArray : unknown mode : %x", mode); } vbo_enable(); vbo_buffer(GL_TRIANGLE_FAN, 0, Count, pointers[0]); }
void Layer::lockPageFlip(bool& recomputeVisibleRegions) { ClientRef::Access sharedClient(mUserClientRef); SharedBufferServer* lcblk(sharedClient.get()); if (!lcblk) { // client died recomputeVisibleRegions = true; return; } ssize_t buf = lcblk->retireAndLock(); if (buf == NOT_ENOUGH_DATA) { // NOTE: This is not an error, it simply means there is nothing to // retire. The buffer is locked because we will use it // for composition later in the loop return; } if (buf < NO_ERROR) { LOGE("retireAndLock() buffer index (%d) out of range", int(buf)); mPostedDirtyRegion.clear(); return; } // we retired a buffer, which becomes the new front buffer if (mBufferManager.setActiveBufferIndex(buf) < NO_ERROR) { LOGE("retireAndLock() buffer index (%d) out of range", int(buf)); mPostedDirtyRegion.clear(); return; } sp<GraphicBuffer> newFrontBuffer(getBuffer(buf)); if (newFrontBuffer != NULL) { // get the dirty region // compute the posted region const Region dirty(lcblk->getDirtyRegion(buf)); mPostedDirtyRegion = dirty.intersect( newFrontBuffer->getBounds() ); // update the layer size and release freeze-lock const Layer::State& front(drawingState()); if (newFrontBuffer->getWidth() == front.requested_w && newFrontBuffer->getHeight() == front.requested_h) { if ((front.w != front.requested_w) || (front.h != front.requested_h)) { // Here we pretend the transaction happened by updating the // current and drawing states. Drawing state is only accessed // in this thread, no need to have it locked Layer::State& editDraw(mDrawingState); editDraw.w = editDraw.requested_w; editDraw.h = editDraw.requested_h; // We also need to update the current state so that we don't // end-up doing too much work during the next transaction. // NOTE: We actually don't need hold the transaction lock here // because State::w and State::h are only accessed from // this thread Layer::State& editTemp(currentState()); editTemp.w = editDraw.w; editTemp.h = editDraw.h; // recompute visible region recomputeVisibleRegions = true; } // we now have the correct size, unfreeze the screen mFreezeLock.clear(); } // get the crop region setBufferCrop( lcblk->getCrop(buf) ); // get the transformation setBufferTransform( lcblk->getTransform(buf) ); } else { // this should not happen unless we ran out of memory while // allocating the buffer. we're hoping that things will get back // to normal the next time the app tries to draw into this buffer. // meanwhile, pretend the screen didn't update. mPostedDirtyRegion.clear(); } if (lcblk->getQueuedCount()) { // signal an event if we have more buffers waiting mFlinger->signalEvent(); } /* a buffer was posted, so we need to call reloadTexture(), which * will update our internal data structures (eg: EGLImageKHR or * texture names). we need to do this even if mPostedDirtyRegion is * empty -- it's orthogonal to the fact that a new buffer was posted, * for instance, a degenerate case could be that the user did an empty * update but repainted the buffer with appropriate content (after a * resize for instance). */ reloadTexture( mPostedDirtyRegion ); }
FX_ENTRY void FX_CALL grDrawVertexArrayContiguous(FxU32 mode, FxU32 Count, void *pointers, FxU32 stride) { unsigned int i; float *x, *y, *q, *s0, *t0, *s1, *t1, *z, *fog; unsigned char *pargb; LOG("grDrawVertexArrayContiguous(%d,%d,%d)\r\n", mode, Count, stride); if(nvidia_viewport_hack && !render_to_texture) { glViewport(0, viewport_offset, viewport_width, viewport_height); nvidia_viewport_hack = 0; } reloadTexture(); if(need_to_compile) compile_shader(); switch(mode) { case GR_TRIANGLE_STRIP: glBegin(GL_TRIANGLE_STRIP); break; case GR_TRIANGLE_FAN: glBegin(GL_TRIANGLE_FAN); break; default: display_warning("grDrawVertexArrayContiguous : unknown mode : %x", mode); } for (i=0; i<Count; i++) { x = (float*)((unsigned char*)pointers+stride*i) + xy_off/sizeof(float); y = (float*)((unsigned char*)pointers+stride*i) + xy_off/sizeof(float) + 1; z = (float*)((unsigned char*)pointers+stride*i) + z_off/sizeof(float); q = (float*)((unsigned char*)pointers+stride*i) + q_off/sizeof(float); pargb = (unsigned char*)pointers+stride*i + pargb_off; s0 = (float*)((unsigned char*)pointers+stride*i) + st0_off/sizeof(float); t0 = (float*)((unsigned char*)pointers+stride*i) + st0_off/sizeof(float) + 1; s1 = (float*)((unsigned char*)pointers+stride*i) + st1_off/sizeof(float); t1 = (float*)((unsigned char*)pointers+stride*i) + st1_off/sizeof(float) + 1; fog = (float*)((unsigned char*)pointers+stride*i) + fog_ext_off/sizeof(float); //if(*fog == 0.0f) *fog = 1.0f; if (nbTextureUnits > 2) { if (st0_en) glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *s0 / *q / (float)tex1_width, ytex(0, *t0 / *q / (float)tex1_height)); if (st1_en) glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *s1 / *q / (float)tex0_width, ytex(1, *t1 / *q / (float)tex0_height)); } else { if (st0_en) glTexCoord2f(*s0 / *q / (float)tex0_width, ytex(0, *t0 / *q / (float)tex0_height)); } if (pargb_en) glColor4f(pargb[2]/255.0f, pargb[1]/255.0f, pargb[0]/255.0f, pargb[3]/255.0f); if (fog_enabled && fog_coord_support) { if(!fog_ext_en || fog_enabled != 2) glSecondaryColor3f((1.0f / *q) / 255.0f, 0.0f, 0.0f); else glSecondaryColor3f((1.0f / *fog) / 255.0f, 0.0f, 0.0f); } glVertex4f((*x - (float)widtho) / (float)(width/2) / *q, -(*y - (float)heighto) / (float)(height/2) / *q, ZCALC(*z, *q), 1.0f / *q); } glEnd(); }
FX_ENTRY void FX_CALL grDrawLine( const void *a, const void *b ) { float *a_x = (float*)a + xy_off/sizeof(float); float *a_y = (float*)a + xy_off/sizeof(float) + 1; float *a_z = (float*)a + z_off/sizeof(float); float *a_q = (float*)a + q_off/sizeof(float); unsigned char *a_pargb = (unsigned char*)a + pargb_off; float *a_s0 = (float*)a + st0_off/sizeof(float); float *a_t0 = (float*)a + st0_off/sizeof(float) + 1; float *a_s1 = (float*)a + st1_off/sizeof(float); float *a_t1 = (float*)a + st1_off/sizeof(float) + 1; float *a_fog = (float*)a + fog_ext_off/sizeof(float); float *b_x = (float*)b + xy_off/sizeof(float); float *b_y = (float*)b + xy_off/sizeof(float) + 1; float *b_z = (float*)b + z_off/sizeof(float); float *b_q = (float*)b + q_off/sizeof(float); unsigned char *b_pargb = (unsigned char*)b + pargb_off; float *b_s0 = (float*)b + st0_off/sizeof(float); float *b_t0 = (float*)b + st0_off/sizeof(float) + 1; float *b_s1 = (float*)b + st1_off/sizeof(float); float *b_t1 = (float*)b + st1_off/sizeof(float) + 1; float *b_fog = (float*)b + fog_ext_off/sizeof(float); LOG("grDrawLine()\r\n"); if(nvidia_viewport_hack && !render_to_texture) { glViewport(0, viewport_offset, viewport_width, viewport_height); nvidia_viewport_hack = 0; } reloadTexture(); if(need_to_compile) compile_shader(); glBegin(GL_LINES); if (nbTextureUnits > 2) { if (st0_en) glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *a_s0 / *a_q / (float)tex1_width, ytex(0, *a_t0 / *a_q / (float)tex1_height)); if (st1_en) glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *a_s1 / *a_q / (float)tex0_width, ytex(1, *a_t1 / *a_q / (float)tex0_height)); } else { if (st0_en) glTexCoord2f(*a_s0 / *a_q / (float)tex0_width, ytex(0, *a_t0 / *a_q / (float)tex0_height)); } if (pargb_en) glColor4f(a_pargb[2]/255.0f, a_pargb[1]/255.0f, a_pargb[0]/255.0f, a_pargb[3]/255.0f); if (fog_enabled && fog_coord_support) { if(!fog_ext_en || fog_enabled != 2) glSecondaryColor3f((1.0f / *a_q) / 255.0f, 0.0f, 0.0f); else glSecondaryColor3f((1.0f / *a_fog) / 255.0f, 0.0f, 0.0f); } glVertex4f((*a_x - (float)widtho) / (float)(width/2) / *a_q, -(*a_y - (float)heighto) / (float)(height/2) / *a_q, ZCALC(*a_z, *a_q), 1.0f / *a_q); if (nbTextureUnits > 2) { if (st0_en) glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *b_s0 / *b_q / (float)tex1_width, ytex(0, *b_t0 / *b_q / (float)tex1_height)); if (st1_en) glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *b_s1 / *b_q / (float)tex0_width, ytex(1, *b_t1 / *b_q / (float)tex0_height)); } else { if (st0_en) glTexCoord2f(*b_s0 / *b_q / (float)tex0_width, ytex(0, *b_t0 / *b_q / (float)tex0_height)); } if (pargb_en) glColor4f(b_pargb[2]/255.0f, b_pargb[1]/255.0f, b_pargb[0]/255.0f, b_pargb[3]/255.0f); if (fog_enabled && fog_coord_support) { if(!fog_ext_en || fog_enabled != 2) glSecondaryColor3f((1.0f / *b_q) / 255.0f, 0.0f, 0.0f); else glSecondaryColor3f((1.0f / *b_fog) / 255.0f, 0.0f, 0.0f); } glVertex4f((*b_x - (float)widtho) / (float)(width/2) / *b_q, -(*b_y - (float)heighto) / (float)(height/2) / *b_q, ZCALC(*b_z, *b_q), 1.0f / *b_q); glEnd(); }